Mon, Nov 25, 8:53 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 25 12:38 pm)



Subject: Basic Prop Question- help!


Strangechilde ( ) posted Sat, 17 March 2007 at 9:32 AM · edited Mon, 25 November 2024 at 7:28 PM

Hi-- I hope someone can help. I've been playing with Poser for ages but still haven't really come to grips with it. I'm working on this character using Victoria 2 in Poser 5: Photo Sharing and Video Hosting at Photobucket I've stuck those little gubbins in her mouth. They're just props, not conforming figures. How can I make it so that when she closes her mouth, the props move with her jaw? Can I do this? I've tried parenting them to 'head' and ticking the 'inherit bends of parent' box, alas, to no avail. Thanks for reading!


ockham ( ) posted Sat, 17 March 2007 at 1:24 PM

file_372027.jpg

There's no perfect solution, because the jaw action is a morph, not a joint.  

The easiest imperfect solution is as follows:

  1. Parent the teeth to the head.

  2. Show the green cross-thingie for the Origin of the teeth.  
    (Either hit Alt-W.J on the menu, or check the "Display Origin"
    on the parameter box)

  3. Pull the green cross back to the approximate location of
    the jaw joint.  (More or less shown in the picture here!)

  4. The hard part: Use the LipsOpen morph to open the jaw
    to various angles, and fiddle with the Yoffset and Zoffset
    until the teeth seem to follow the lower jaw closely enough.

  5. Resave the figure with the prop attached.

  6. Optional: If you want to make the action automatic, you
    could try using ERC to move the teeth along with the
    OpenLips morph.

My python page
My ShareCG freebies


Strangechilde ( ) posted Sat, 17 March 2007 at 1:36 PM

Hmm-- you're right, that doesn't sound easy at all. I'll give it a try though! Thanks very much!


ockham ( ) posted Sat, 17 March 2007 at 1:43 PM

file_372028.jpg

On second thought, probably better to save the teeth as a smartprop, not part of the figure.  More flexible that way....

The ERC paragraph would look something like this.  You'd locate the
xRotate section in the Teeth smartprop PP2, and add the lines within
the red brackets here.  The number after DeltaAddDelta will be about
right for a 'typical' figure, but you'd want to fiddle some until it's just right.

(This would be an -ideal- application for the new Keyframed ERC in 
Poser 7, by the way, but you said you're using 5.)

My python page
My ShareCG freebies


Strangechilde ( ) posted Sat, 17 March 2007 at 1:47 PM

Oh no! Do I have to edit text files? (runs away screaming, hides behind the dog) I don't even know what ERC is, to be honest...


ockham ( ) posted Sat, 17 March 2007 at 1:58 PM

ERC (also known as JCM and many other initials) is simply a way to
link the movements of one joint or morph to another.  It's used in 
most of the major figures, often to control breast morphs from collar
or shoulder movements....

When a paragraph like the one I've shown is added to a parameter,
it will move whenever its 'master' moves.  The master figure is the 
second line (usually Figure 1 will do, but you could also put the figure's
proper name if it has one).  The master body part (here the head) is 
the third line, and the master parameter (here OpenLips)
is the fourth.  

The last line gives the 'control ratio'.  I picked 8 by observing that the 
widest usable opening on this figure was about OpenLips = 1.8,
and the teeth seemed to match when their xRotate was about 14.

Slave move / Master move = Control ratio.

so 14 / 1.8 = 8

My python page
My ShareCG freebies


Miss Nancy ( ) posted Sat, 17 March 2007 at 2:15 PM

or do something that requires even more work: morph the existing teeth to the desired shapes.



Strangechilde ( ) posted Sat, 17 March 2007 at 2:28 PM

Quote - ERC (also known as JCM and many other initials) is simply a way to
link the movements of one joint or morph to another.  It's used in 
most of the major figures, often to control breast morphs from collar
or shoulder movements....

When a paragraph like the one I've shown is added to a parameter,
it will move whenever its 'master' moves.  The master figure is the 
second line (usually Figure 1 will do, but you could also put the figure's
proper name if it has one).  The master body part (here the head) is 
the third line, and the master parameter (here OpenLips)
is the fourth.  

The last line gives the 'control ratio'.  I picked 8 by observing that the 
widest usable opening on this figure was about OpenLips = 1.8,
and the teeth seemed to match when their xRotate was about 14.

Slave move / Master move = Control ratio.

so 14 / 1.8 = 8

Ah-- so only the 'open lips' morph would move the teeth, and not, say, 'yell' or 'open mouth'? If so that would be less than ideal... I wonder if it wouldn't just be easier for me to move them by hand... I'm not doing animations or anything, just simple renders. I dread getting into the technical gubbins... I'm sure I'll break something. ;)


Strangechilde ( ) posted Sat, 17 March 2007 at 2:28 PM

Quote - or do something that requires even more work: morph the existing teeth to the desired shapes.

Ha ha-- yeah, that's a possibility!


ockham ( ) posted Sat, 17 March 2007 at 3:13 PM

Sure, if you're not doing animation, you can simply adjust them by hand!

But putting the offset at the jaw joint will help in either case.

My python page
My ShareCG freebies


Strangechilde ( ) posted Sun, 18 March 2007 at 5:44 PM

Haha! After a great deal of trial and error, I managed to save the tusks as a smart prop for the Millennium Teeth that didn't screw up how the teeth work. For such a toothy character, they work better anyway, I think: Photo Sharing and Video Hosting at Photobucket "WHERE'S MY SODDING TEXTURE MAP ALREADY???" she says... Thanks for all your help. I'm keeping reference to this thread for future use!


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.